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24 Commits over 0 Days - ∞cph!

7 Years Ago
merge from main
7 Years Ago
fixed potential for units' threat to be accounted for twice when deciding to fight or flee
7 Years Ago
fixed DSEs with no conditions in OR mode failing
7 Years Ago
Merge from main
7 Years Ago
Bonus for current target when finding threat
7 Years Ago
More combat tweaks
7 Years Ago
Got combat basics working (at least 1v1 on nospawns...)
7 Years Ago
Fixed some effects that still seemed to buff threat instead of bravery. More observing WIP stuff.
7 Years Ago
WIP observing targets coming to an end after a while. Various fixes to combat AI in the aim of getting it functional again.
7 Years Ago
remove null stats from the Stats component (because they probably got deleted)
7 Years Ago
I love merging from main
7 Years Ago
data
7 Years Ago
Added back the AI for picking up thrown weapons (untested because I need that NRE fix from main)
7 Years Ago
more merging
7 Years Ago
merge from main
7 Years Ago
Added a Targeting States enum to Combat to determine what we want to do about the current target. Removed IsAttacking bool because we already have a States enum with an Attacking state.
7 Years Ago
removed IsAttacking conditions from movement mode AI because it's only true when actually hitting an enemy
7 Years Ago
Moved target observation to highest priority
7 Years Ago
Exposed aggro ranges in CombatParameters and made them more reasonable on a few units.
7 Years Ago
Data
7 Years Ago
Made some fixes to UnitIsBeingAttacked and the associated parts of Combat. Added IsAttacking condition and used it to gate movement mode AI.
7 Years Ago
fixed threat calculation taking self and target into account more than once
7 Years Ago
Cleaned out most of the old AI and stats. Basic implementation of fleeing calculation.
7 Years Ago
Started laying out the new combat AI (not at all functional yet)